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Blender to FSX Toolset

Right, it proved working fine now! Now adjusting the map;)
Glad to hear. I will have to write a wiki page one of these days...

BTW, what about skinned animations? The exporter seems to recognise them a bit, since the skinned joystick is found in FSX in neutral position, instead of it 0 keyframe full left/front.

Yeah right, skinned animations... There are some issues with that. If your armature uses only one animation tag for all the bones, it should work fine. But if you have a bone that uses a different animation tag than the main armature, that bone will be ignored. I'm still trying to figure out a good way of implementing export of the individual bones. I.e. I will have to declare them as separate scene objects, not as part of an armature as it is now. This means rewriting the animation section from scratch; but I will find the time to do that, rest assured.
 
Allright, found something else;)

Today I seperated the exhaust ring from the fuselage, to a seperate object and I applied another material to it. But now it appears behind the blurred propeller(s). Is the change I made to the exhaust before kind of 'fatal' for this? And if yes, why?

What do you mean by "behind"? Can you post a screenshot? My first guess: it should be something in the new material's settings.

capt_x, I'm really loving your exporter, it's a great outcome for me!:):) keep it going!

Thank you, very kind.
 
Well, I've got a few problems with uploading right now, so I can't show a pic at the moment.

Please, take it easy;)
 
I'm stoked! Got my first Blender-built model imported into FSX. Thanks for the toolset - it works a treat!

kack_blender_hangar.jpg
 
That looks fine Bill!

This is the propeller/exhaust ring problem. I'll try to undo the seperating opteration. I changed the material to the Chrome standards, following FSX SDK. So that might be the problem.



Cheers! I don't have a lot of time now and next weeks, so keep it easy!;)
 
I'm stoked! Got my first Blender-built model imported into FSX. Thanks for the toolset - it works a treat!

You're welcome, Bill. It's always nice to get such feedback. And a nice model you have there as well. BTW As I design only aircraft, I would like to know, from the scenery dev side, if there are any missing features specific to scenery design that I should definitely implement in the toolset.
 
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You're welcome, Bill. It's always nice to get such feedback. And a nice model you have there as well. BTW As I design only aircraft, I would like to know, from the scenery dev side, if there are any missing features specific to scenery design that I should definitely implement in the toolset.

I haven't found any features yet that are missing in the Blender toolset vs. Gmax/3DS, but it's early days yet. If I do run across anything, I'll let you know. Thanks again!
 
Ciao outhere ... the old, dull guy is back :)

And naturally, I am here with a new, dull question !

Making it simple:

< How do I add a night "filename_LM.dds" ??? >

I see, in the "Material Window", where to add "detail texture" and "fresnell texture" 8which I barely understand what they are) ,,, but the plain and simple night texture ... where do I add it ??? OK I could add it in the .x file, but I'm quite sure you have the possibility to do it directly in Blender :)
 
Hi!

First: Thank you Capt X for this tool! You're my Super Hero for the next weeks/months :cool:

The only thing is that I get this error message when I try to export:



The Fsx SDK is correctly installed, and I don't have a clue what is wrong here...

Spatzl :duck:
 
Ciao outhere ... the old, dull guy is back :)

< How do I add a night "filename_LM.dds" ??? >
Ciao Paolo.

To add an emissive texture, add the texture in your "textures" Window like you would add a diffuse texture, then in the "Influence" panel, make sure to check the Shading>Emit button.

Hi!

First: Thank you Capt X for this tool! You're my Super Hero for the next weeks/months :cool:

The Fsx SDK is correctly installed, and I don't have a clue what is wrong here...

Spatzl :duck:

Hi Spatzl,

Seems to me as if you haven't initialized the toolset, because the variable fsx_modeldefpath is set to its default location. On the toolshelf, the last tool should be "FSX File Properties". There you should find a "Initialize Toolset" button. If the SDK is not correctly installed, then clicking that button would raise another error. If it is, it should find the modeldef.xml on your computer and you should be fine.

Regards,
 
Hi!

Thanks for your answer! I clicked the Initialize Toolset button and it doesn't return any error message. But the export problem is still there...

Regards, spatzi
 
Hi!

Thanks for your answer! I clicked the Initialize Toolset button and it doesn't return any error message. But the export problem is still there...

Regards, spatzi

What OS are you on? Windows 7 64bit or 32bit? FSX SDK SP2? Also, when you click "Initialize toolset", does it populate the animation tool? My guess is no. Maybe your registry entry for 'SdkRootDir' is another format than what the toolset is looking for. Do you have any experience using regedit?
 
What OS are you on? Windows 7 64bit or 32bit? FSX SDK SP2? Also, when you click "Initialize toolset", does it populate the animation tool? My guess is no. Maybe your registry entry for 'SdkRootDir' is another format than what the toolset is looking for. Do you have any experience using regedit?



EDIT: Solved, the "SdkRootDir" entry was pointing to an obsolete entry... THANKS a lot for your support Capt X ! :duck:
 
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Ok, the animation tool is populated. So finding the modeldef.xml on your computer is not the problem (registry is fine). What error is the exporter throwing now? Is it the same as before? Try hitting F8 in Blender to reload all plugins. I also note that you have not set a GUID and friendly name for your model. That would raise an error too.

EDIT: Solved, the "SdkRootDir" entry was pointing to an obsolete entry... THANKS a lot for your support Capt X ! :duck:

edit. You're welcome. Glad you solved it.
 
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Ciao Paolo.

To add an emissive texture, add the texture in your "textures" Window like you would add a diffuse texture, then in the "Influence" panel, make sure to check the Shading>Emit button.



.........

Thanks a lot capt_X :) Now I may go on with Kleine Scheidegg ....
 
Sorry for boring, capt_x, and probably I do something wrong ....

If I add to the same material the "Filename_LM.dds" the night textures shows during the daytime as well !! And indeed in the .X files appears also as "diffuse" texture

I attch the two textures (Filename.dds and Filename_LM.dds) to the object material

The filename.dds is set: Influence/Intensity=1 (button checked)
The filename_LM.dds is set: Influence/Shading/Emit=1 (button checked)

The model then shows wearing the _LM texture during the day (a little bit dark) and a brighter _LM texture at night :(

I may tweak the ,x file manually to make it to work ....
 
Sorry for boring, capt_x, and probably I do something wrong ....

If I add to the same material the "Filename_LM.dds" the night textures shows during the daytime as well !! And indeed in the .X files appears also as "diffuse" texture

I attch the two textures (Filename.dds and Filename_LM.dds) to the object material

The filename.dds is set: Influence/Intensity=1 (button checked)
The filename_LM.dds is set: Influence/Shading/Emit=1 (button checked)

The model then shows wearing the _LM texture during the day (a little bit dark) and a brighter _LM texture at night :(

I may tweak the ,x file manually to make it to work ....

The diffuse texture is always chosen this way: Of all textures with Diffuse:Color button enabled, fetch the topmost one (that is the last in the list of textures). If you added the filename_LM.dds after the filename.dds and did NOT uncheck Influence: Diffuse:Color, then filename_LM.dds will also be the diffuse texture. So you can either:
  • make sure to uncheck the Diffuse:Color button for your _LM texture in the influence Panel. OR
  • move your diffuse texture (filename.dds) down to be the last in the list of textures.

Then for an emissive texture, you have to set an emissive mode in the FSX Material Params. The SDK explains what each of the modes displays in the sim (see the "FSX Material" document under "Environment Kit/Modeling SDK"). In short, "AdditiveNightOnly" (default) should be right in your case.

EDIT: You should set it up this way:
filename.dds = Influence/Diffuse/Color checked (nothing else).
filename_LM.dds = Influence/Shading/Emit checked (nothing else)
 
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The diffuse texture is always chosen this way: Of all textures with Diffuse:Color button enabled, fetch the topmost one (that is the last in the list of textures). If you added the filename_LM.dds after the filename.dds and did NOT uncheck Influence: Diffuse:Color, then filename_LM.dds will also be the diffuse texture. So you can either:
  • make sure to uncheck the Diffuse:Color button for your _LM texture in the influence Panel. OR
  • move your diffuse texture (filename.dds) down to be the last in the list of textures.

Then for an emissive texture, you have to set an emissive mode in the FSX Material Params. The SDK explains what each of the modes displays in the sim (see the "FSX Material" document under "Environment Kit/Modeling SDK"). In short, "AdditiveNightOnly" (default) should be right in your case.

You should set it up this way:
filename.dds = Intensity/Diffuse/Color checked (nothing else).
filename_LM.dds = Intensity/Shading/Emit checked (nothing else)

Thanks a lot captain_x ... the second way you mentioned (in bold red above) and

filename_LM.dds = Intensity/Shading/Emit checked (nothing else)
filename.dds = Intensity/Diffuse/Color checked (nothing else).


works fine !!! :)
 
So after a new try I fixed out how to animate objects correctly. And now I can tell you: MAN YOU ARE AWESOME!

Tank you for that great tool! I am currently about modelling a Piper PA28 Cadet, that aircraft I was trained on in order to acquire my PPL. It's my first project and I'm still figuring out what's possible with Blender and FSX.

Greets from Hamburg
Mats

cadet.PNG

cadet2.PNG
 
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